Full notes
Full Fleetbreakers update
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Repeated intro
Hey everyone,
What changed
- Gameplay
- Maps
- Fixes
- UI and audio
- Balance
February was a huge month for Fleetbreakers. A lot of long‑requested features landed, several major systems took big steps forward, and the game’s overall feel, moment-to-moment and run-to-run, got sharper, and faster. There's a lot to cover:
Multi‑Squadron Selection Arrives
You asked, we listened. Even though Fleetbreakers is built around streamlined squadron‑level control, many players wanted the familiarity and flexibility of traditional RTS selection tools. This month, we added:
Drag‑select for quickly grabbing multiple squadrons
Add/remove functionality for fine‑tuning your current selection
Full mouse/keyboard support today
Gamepad support coming next month
This hybrid approach keeps Fleetbreakers’ clean command structure intact while giving players more agency in chaotic battles.
Boss Battles 2.0
Boss fights are getting the polish they deserve. We’ve been rebuilding them from the ground up to feel more like set‑piece encounters and less like oversized skirmishes.
Unique maps for each boss
Phase‑based fights with dramatic gameplay shifts
Custom art and content to make each boss feel truly distinct
Two bosses are fully updated so far, and the difference is night and day. The rest will roll out over the next couple of months. More to come on this.
Redeploying Destroyed Squadrons
This is the change we talked about in last week’s update. It just felt right to do this.
Previously, if a squadron died mid‑mission, it stayed dead until the next one. Now:
Destroyed squadrons can be redeployed during the same mission
They return with a single ship, and you’ll need to train the rest
It preserves the sting of loss without creating “welp, this run is over” moments. Missions feel more dynamic, more recoverable, and more strategic.
New Mission Types: Outpost Control & Courier Escorts
We’re expanding the mission roster with two new objective styles that emphasize tension and positioning over destruction:
Outpost Control: A king‑of‑the‑hill style battle for territory dominance
Courier Escorts: Protect vulnerable ships as they cross the map and warp out
Both still deliver plenty of explosions, but they push players into new tactical decisions.
Smarter, Meaner Enemy Warlords
Warlords on the starmap are now far more aggressive. They’ll quickly attack any new colonies you establish, giving them a much sharper identity compared to the more methodical enemy scientists. The starmap feels more alive and more dangerous.
More Buff Content
A big month for progression and buildcrafting:
19 new ship enhancements
12 new relics
New colony techs that increase station rarity (finally!)
Pierce buffs fixed after being quietly broken for a while
Build variety continues to grow, and the meta is shifting in fun ways.
DPI Fixes for High‑Resolution Players
Not glamorous, but important: we fixed several DPI issues in our screen‑space calculations. If you play at higher‑than‑default DPI, the UI should now feel crisp, consistent, and properly scaled.
Balance Pass: Boss Techs & Combat Pacing
No month is complete without tuning:
Boss meter techs are now stronger and more tailored to each boss’s strategy
Combat lasts longer, giving players more time to react, reposition, and recover
The overall effect is more readable, more tactical fights.
Environment Variations Across the Game
About 80% of our environment backgrounds now have visual variations as part of our ongoing push to raise the game’s graphical bar. One environment set is being stubborn, so it’ll arrive in a future update.
Fleetbreakers is growing fast, and February pushed several long‑standing goals over the finish line. What part of this month’s update are you most excited to see?
Source
Changelog.gg summarizes and formats this update. How we read updates.
